Can't say for certain whether he went with this in the end, but when we were discussing the options he was talking about just casting a very-long-duration spell on them. I imagine you could give them a controller token to keep track of the duration and if it's running out and you don't want it to, call the activator over to re-cast.
Ah, nice. That sounds good. These spells are created on the fly from the effects of the disease? :deal:
tejon pretty much sums it up, but I resorted to potions in the end - Casting a spell using an activator turned out to be messy at times ( like the activator casting at a unknown reference below the ground ). With potions, I just get to add the item to the target's inventory, suppress the shader and cast effects for the component MGEFS and equip it. Potions are created on-the-fly and re-used whenever possible. Diseased actors get controller tokens that handles the disease renewal if it dispels prematurely ( and the other effects )
can Oblivion play custom Morrowind animations?
http://www.youtube.com/watch?v=I35a7_1XHhI
and the thread
http://www.gamesas.com/bgsforums/index.php?showtopic=1015747
Nice ! Dunno if it can be. If anyone can make them usable, I'll be glad to add those suitable.
Hard to stop thinking about this.
I especially like the idea of passive contamination from actors to the player. Adds a whole new element of risk if any conversation with a sick NPC can infect you.
Sure makes you wonder about all those diseased beggars wandering around. In vanilla, they were never much of a threat since they're not likely to hit you. Now you really have to wonder why they don't get run out of town. Will definitely make certain quests more interesting, especially in the Thieves Guild.
If a few diseases get really out of control, the player might have to go around town curing citizens with an AOE spell (or handing out cure disease potions).
What if you could catch a disease just from sneaking around rats in the sewers?
Passive contamination was something I though of including in the initial release, but ended up getting convinced that they weren't lore friendly ( for some reason, don't ask me

)
How well would this work with mods that make diseases more dangerous, like Pestilent Afflictions?
Vector doesn't work with scripted disease mods. In any case, Pestilent Afflictions's scripts were written with just the player in mind. I'll throw in a disease progression system of my own in the next release.
Will NPCs actually use a cure disease potion if they are sick?
For some reason, I never thought of scripting them to do just that

I was just wondering if the player can hand/toss the cure disease potions to the NPCs with http://www.gamesas.com/bgsforums/index.php?showtopic=968112&hl=medic?
No idea.
Yeah, I'm thinking more and more that this is an amazing complement to my Shadow birthsign in B.E.

The blessings of Namira were never more sweet...
I also had this idea of using the wind to transfer diseases, but got put off (Ahem ...

). What do you folks make of that ?
I was curious about this myself. And I can think of a way to do it: disease script scans inventory and spell list,
force use of a cure if one is found. And since shadeMe's a pretty sharp cookie, I'll wager it didn't take him long to come up with the same or similar. And if not, he'll be coding furiously in a moment, and there'll be a mysterious new version in an hour.

(Edit to note: members of the Beggars faction should
not attempt to cure themselves. See above re: Namira, blessings, sweetness.)
Hehe ... will add them once I'm done trying to decode OBSE's code - It's a jungle here and I haven't a machete on me.